Add gamepad support

This commit is contained in:
John Alanbrook 2023-04-25 19:59:26 +00:00
parent 9b1cead91e
commit dc1fda6611
9 changed files with 2051 additions and 39 deletions

View file

@ -118,8 +118,7 @@ $(BIN)$(DIST): $(BIN)$(NAME) source/shaders/* source/scripts/* assets/*
@echo Creating distribution $(DIST)
@mkdir -p $(BIN)dist
@cp $(BIN)$(NAME) $(BIN)dist
@cp -rf assets/fonts $(BIN)dist
@cp -rf assets/icons $(BIN)dist
@cp -rf assets/* $(BIN)dist
@cp -rf source/shaders $(BIN)dist
@cp -r source/scripts $(BIN)dist
@tar czf $(DIST) --directory $(BIN)dist .

File diff suppressed because it is too large Load diff

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@ -13,7 +13,13 @@ float deltaT = 0;
cpVect mouse_pos = {0,0};
cpVect mouse_delta = {0,0};
struct joystick {
int id;
GLFWgamepadstate state;
};
static int *downkeys = NULL;
static struct joystick *joysticks = NULL;
static int mquit = 0;
@ -125,12 +131,46 @@ void char_cb(GLFWwindow *w, unsigned int codepoint)
static GLFWcharfun nukechar;
void joystick_add(int id)
{
struct joystick joy = {0};
joy.id = id;
arrpush(joysticks, joy);
}
void joystick_cb(int jid, int event)
{
YughWarn("IN joystick cb");
if (event == GLFW_CONNECTED) {
for (int i = 0; i < arrlen(joysticks); i++)
if (joysticks[i].id == jid) return;
joystick_add(jid);
} else if (event == GLFW_DISCONNECTED) {
for (int i = 0; i < arrlen(joysticks); i++) {
if (joysticks[i].id == jid) {
arrdelswap(joysticks,i);
return;
}
}
}
}
void input_init()
{
glfwSetCursorPosCallback(mainwin->window, cursor_pos_cb);
glfwSetScrollCallback(mainwin->window, scroll_cb);
glfwSetMouseButtonCallback(mainwin->window, mb_cb);
glfwSetJoystickCallback(joystick_cb);
nukechar = glfwSetCharCallback(mainwin->window, char_cb);
const char *paddb = slurp_text("data/gamecontrollerdb.txt");
glfwUpdateGamepadMappings(paddb);
free(paddb);
/* Grab all joysticks initially present */
for (int i = 0; i < 16; i++)
if (glfwJoystickPresent(i)) joystick_add(i);
}
void input_to_nuke()
@ -154,33 +194,14 @@ const char *keyname_extd(int key, int scancode) {
const char *kkey = NULL;
if (key > 289 && key < 302) {
switch(key) {
case 290:
return "f1";
case 291:
return "f2";
case 292:
return "f3";
case 293:
return "f4";
case 294:
return "f5";
case 295:
return "f6";
case 296:
return "f7";
case 297:
return "f8";
case 298:
return "f9";
case 299:
return "f10";
case 300:
return "f11";
case 301:
return "f12";
}
} else {
int num = key-289;
sprintf(keybuf, "f%d", num);
return keybuf;
} else if (key >= 320 && key <= 329) {
int num = key-320;
sprintf(keybuf, "kp%d",num);
return keybuf;
} else {
switch(key) {
case GLFW_KEY_ENTER:
kkey = "enter";
@ -299,6 +320,40 @@ void call_input_down(int *key) {
call_input_signal(keystr);
}
const char *gamepad2str(int btn)
{
switch(btn) {
case GLFW_GAMEPAD_BUTTON_CROSS: return "cross";
case GLFW_GAMEPAD_BUTTON_CIRCLE: return "circle";
case GLFW_GAMEPAD_BUTTON_SQUARE: return "square";
case GLFW_GAMEPAD_BUTTON_TRIANGLE: return "triangle";
case GLFW_GAMEPAD_BUTTON_START: return "start";
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: return "lbump";
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: return "rbump";
case GLFW_GAMEPAD_BUTTON_GUIDE: return "guide";
case GLFW_GAMEPAD_BUTTON_BACK: return "back";
case GLFW_GAMEPAD_BUTTON_DPAD_UP: return "dup";
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: return "ddown";
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: return "dleft";
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: return "dright";
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: return "lthumb";
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: return "rthumb";
}
}
const char *axis2str(int axis)
{
switch (axis)
{
case GLFW_GAMEPAD_AXIS_LEFT_X: return "lx";
case GLFW_GAMEPAD_AXIS_LEFT_Y: return "ly";
case GLFW_GAMEPAD_AXIS_RIGHT_X: return "rx";
case GLFW_GAMEPAD_AXIS_RIGHT_Y: return "ry";
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: return "ltrigger";
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: return "rtrigger";
}
}
/* This is called once every frame - or more if we want it more! */
void input_poll(double wait)
{
@ -306,10 +361,30 @@ void input_poll(double wait)
mouseWheelX = 0;
mouseWheelY = 0;
glfwWaitEventsTimeout(wait);
glfwPollEvents();
// glfwWaitEventsTimeout(wait);
for (int i = 0; i < arrlen(downkeys); i++)
call_input_down(&downkeys[i]);
for (int i = 0; i < arrlen(joysticks); i++) {
GLFWgamepadstate state;
if (!glfwGetGamepadState(joysticks[i].id, &state)) continue;
for (int b = 0; b < 15; b++) {
if (state.buttons[b]) {
if (!joysticks[i].state.buttons[b])
YughWarn("Pressed button %s.", gamepad2str(b));
}
else if (!state.buttons[b] && joysticks[i].state.buttons[b]) {
YughWarn("Released button %s.", gamepad2str(b));
}
}
joysticks[i].state = state;
}
}
int key_is_num(int key) {

View file

@ -70,6 +70,7 @@ void js_stacktrace()
void js_dump_stack()
{
JSValue exception = JS_GetException(js);
if (JS_IsNull(exception)) return;
JSValue val = JS_GetPropertyStr(js, exception, "stack");
if (!JS_IsUndefined(val)) {
const char *name = JS_ToCString(js, JS_GetPropertyStr(js, exception, "name"));

View file

@ -41,6 +41,16 @@ var sprite = clone(component, {
this.sync();
},
input_kp9_pressed() { this.pos = [0,0]; },
input_kp8_pressed() { this.pos = [-0.5,0]; },
input_kp7_pressed() { this.pos = [-1,0]; },
input_kp6_pressed() { this.pos = [0,-0.5]; },
input_kp5_pressed() { this.pos = [-0.5,-0.5]; },
input_kp4_pressed() { this.pos = [-1,-0.5]; },
input_kp3_pressed() { this.pos = [0, -1]; },
input_kp2_pressed() { this.pos = [-0.5,-1]; },
input_kp1_pressed() { this.pos = [-1,-1]; },
get boundingbox() {
if (!this.gameobject) return null;
var dim = cmd(64, this.path);

View file

@ -1191,7 +1191,7 @@ var editor = {
if (!Keys.ctrl()) return;
if (this.edit_level.dirty) {
Log.warn("Level has changed; save before starting a new one.");
Log.info("Level has changed; save before starting a new one.");
this.openpanel(gen_notify("Level is changed. Are you sure you want to close it?", _ => this.clear_level()));
return;
}
@ -2432,7 +2432,8 @@ var gen_notify = function(val, fn) {
var panel = Object.create(notifypanel);
panel.msg = val;
panel.yes = fn;
panel.input_y_pressed = function() { panel.yes(); this.close(); };
panel.input_y_pressed = function() { panel.yes(); panel.close(); };
panel.input_enter_pressed = function() { panel.close(); };
return panel;
};

View file

@ -1,4 +1,3 @@
var Log = {
set level(x) { cmd(92,x); },
get level() { return cmd(93); },
@ -407,6 +406,22 @@ var physics = {
},
};
/* May be a human player; may be an AI player */
var Player = {
pawns: [],
input(fn, ...args) {
this.pawns.forEach(x => if (fn in x) x[fn](...args));
},
control(pawn) {
this.pawns.pushunique(pawn);
},
uncontrol(pawn) {
this.pawns = this.pawns.filter(x => x !== pawn);
}
};
var Register = {
updates: [],
update(dt) {
@ -433,14 +448,12 @@ var Register = {
this.pawns.forEach(x => {
if (fn in x) {
x[fn](...args);
return;
var f = x[fn];
if (typeof f !== 'function') return;
x.f(...args);
}
});
},
controller_input(
debugs: [],
debug() {
this.debugs.forEach(x => x[0].call(x[1]));

5
source/scripts/play.js Normal file
View file

@ -0,0 +1,5 @@
if (load("game.js") === false) {
Log.error("No game.js. No game.");
quit();
}